Fractal Softworks Forum

Please login or register.

Login with username, password and session length
Advanced search  

News:

Starsector 0.97a is out! (02/02/24); In-development patch notes for Starsector 0.98a (2/8/25)

Pages: 1 ... 180 181 [182] 183 184 ... 246

Author Topic: [0.97a] Terraforming and Station Construction (v9.0.10)  (Read 1416829 times)

ArteMooNik

  • Ensign
  • *
  • Posts: 14
    • View Profile
Re: [0.96a] Terraforming and Station Construction (v8.4.0)
« Reply #2715 on: June 13, 2023, 09:17:54 AM »

Yes. Lovin it. Thanks for not abandoning this mod. Terraforming with lamp is clumsy. But....     What about terraforming A STAR?
Logged

AERO

  • Ensign
  • *
  • Posts: 43
  • Discord: aero.assault
    • View Profile
Re: [0.96a] Terraforming and Station Construction (v8.4.0)
« Reply #2716 on: June 13, 2023, 01:08:01 PM »

Tried it twice to make sure I could reproduce it, first one was an accident. Trying to do a terraforming project on a station when using the terraforming menu ability causes an NPE, got it on both lines 38 and 41. Also got crashes in the terraforming menu after trying to do further projects on a planet that had changed type (from Tundra to Terran).
Gist with the full log here.
« Last Edit: June 13, 2023, 01:21:43 PM by AERO »
Logged

mortache

  • Lieutenant
  • **
  • Posts: 59
    • View Profile
Re: [0.96a] Terraforming and Station Construction (v8.3.4)
« Reply #2717 on: June 13, 2023, 01:31:16 PM »

I know its a non-standard feature, but Cryosanctums should count as "industry"

No, I don't think this is correct. If you look at Nomios the cryosanctum there is considered a structure, not an industry.

Oh I guess it works fine for vanilla since they only have it on one colony, but it's possible for us to make one everywhere. So its only my RP self-restraint that's making me build only one of them in Ismara lol.
Logged

AERO

  • Ensign
  • *
  • Posts: 43
  • Discord: aero.assault
    • View Profile
Re: [0.96a] Terraforming and Station Construction (v8.4.0)
« Reply #2718 on: June 13, 2023, 01:50:28 PM »

Another report, modifying the terraforming time controllers in LunaSettings has no effect on the timer, only settings.json did. Tried it with a completely fresh install to make sure it wasn't an issue I caused.
Logged

boggled

  • Admiral
  • *****
  • Posts: 1252
    • View Profile
Re: [0.96a] Terraforming and Station Construction (v8.4.1)
« Reply #2719 on: June 13, 2023, 04:51:40 PM »

Another report, modifying the terraforming time controllers in LunaSettings has no effect on the timer, only settings.json did. Tried it with a completely fresh install to make sure it wasn't an issue I caused.

Fixed in 8.4.1, thanks for reporting this!

Tried it twice to make sure I could reproduce it, first one was an accident. Trying to do a terraforming project on a station when using the terraforming menu ability causes an NPE, got it on both lines 38 and 41. Also got crashes in the terraforming menu after trying to do further projects on a planet that had changed type (from Tundra to Terran).
Gist with the full log here.

I fixed the bug where stations could appear on the terraforming menu.

I wasn't able to replicate where trying to terraform a planet that's already terraformed causes a crash. If you can still cause this after updating to 8.4.1, can you please post the stack trace from it?

Yes. Lovin it. Thanks for not abandoning this mod. Terraforming with lamp is clumsy. But....     What about terraforming A STAR?

I'm glad you're enjoying TASC! I don't plan to abandon it anytime soon.

I understand DIY Planets has a feature that allows the player to turn a gas giant into a star. I suppose if that mod doesn't receive an update for 0.96a it would be safe to duplicate that feature in TASC.

Just updated and it crashed on me. Crashed once when I clicked on a station and the second time from when I just hit exit after starting some terraforming.


196934 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at grandcolonies.memory.Page.display(Page.java:40)
   at grandcolonies.memory.PageMemory.resetVisibility(PageMemory.java:142)
[...]
bump,
identical crash for me

I wasn't able to replicate the Grand Colonies crash on my system, but I put in some logic to hopefully fix what I think might be causing it. If it's still happening after updating to 8.4.1, can you please let me know?
Logged

Cooi

  • Ensign
  • *
  • Posts: 30
    • View Profile
Re: [0.96a] Terraforming and Station Construction (v8.4.1)
« Reply #2720 on: June 13, 2023, 05:14:06 PM »

Quote
I'm glad you're enjoying TASC! I don't plan to abandon it anytime soon.

I understand DIY Planets has a feature that allows the player to turn a gas giant into a star. I suppose if that mod doesn't receive an update for 0.96a it would be safe to duplicate that feature in TASC.

Does this mean the other features in DIY Planets will be replicated, such as planet creation from the genesis device and the hypershunt creation? Or are you only interested in the Gas Giant>Brown dwarf one? It's good to hear TASC won't be abandoned anytime soon :)
Logged

boggled

  • Admiral
  • *****
  • Posts: 1252
    • View Profile
Re: [0.96a] Terraforming and Station Construction (v8.4.1)
« Reply #2721 on: June 13, 2023, 05:28:41 PM »

Quote
I'm glad you're enjoying TASC! I don't plan to abandon it anytime soon.

I understand DIY Planets has a feature that allows the player to turn a gas giant into a star. I suppose if that mod doesn't receive an update for 0.96a it would be safe to duplicate that feature in TASC.

Does this mean the other features in DIY Planets will be replicated, such as planet creation from the genesis device and the hypershunt creation? Or are you only interested in the Gas Giant>Brown dwarf one? It's good to hear TASC won't be abandoned anytime soon :)

TASC already has hypershunt construction as a non-default option.

Creating planets will never be implemented in TASC.
Logged

MikroPik

  • Ensign
  • *
  • Posts: 8
    • View Profile
Re: [0.96a] Terraforming and Station Construction (v8.4.1)
« Reply #2722 on: June 14, 2023, 01:39:53 AM »

Terraforming control panel lists planets that can't be terraformed due to world type preventing it eg. volcanic planets or gas giants. In my opinion all colonies that can't be terraformed should be skipped in the no ongoing projects list.

Or at least there should be an option to ignore a planet that you don't want to terraform anymore. Having to dig throught ten pages to find a planet or two is a bit annoying.

Additionally when selecting a planet it should list it's status. What conditions it has, hazard raing and water access.

Including a config on what planet types can be terraformed and to what degree would be interresting too but that would force a dynamic method of deciding whitch planets would be skipped in the no ongoing projects list.
« Last Edit: June 14, 2023, 01:43:06 AM by MikroPik »
Logged

Spacegoat

  • Ensign
  • *
  • Posts: 23
    • View Profile
Re: [0.96a] Terraforming and Station Construction (v8.4.1)
« Reply #2723 on: June 14, 2023, 02:58:25 AM »

Heya Boggled, I'm using v8.4.1 with Nex.

The new terraforming console panel doesn't list governed colonies at the moment.
« Last Edit: June 14, 2023, 05:11:31 AM by Spacegoat »
Logged

boggled

  • Admiral
  • *****
  • Posts: 1252
    • View Profile
Re: [0.96a] Terraforming and Station Construction (v8.4.1)
« Reply #2724 on: June 14, 2023, 05:23:58 AM »

Heya Boggled, I'm using v8.4.1 with Nex.

The new terraforming console panel doesn't list governed colonies at the moment.

Thanks for letting me know about this. I'll release another hotfix tonight to fix it.

Terraforming control panel lists planets that can't be terraformed due to world type preventing it eg. volcanic planets or gas giants. In my opinion all colonies that can't be terraformed should be skipped in the no ongoing projects list.

Or at least there should be an option to ignore a planet that you don't want to terraform anymore. Having to dig throught ten pages to find a planet or two is a bit annoying.

Additionally when selecting a planet it should list it's status. What conditions it has, hazard raing and water access.

Including a config on what planet types can be terraformed and to what degree would be interresting too but that would force a dynamic method of deciding whitch planets would be skipped in the no ongoing projects list.

It's my intention that planets which can't be terraformed are still listed in the menu. If they weren't, players new to TASC wouldn't understand why those planets were absent from the list. As it is now, they can check the terraforming requirements and see that those planets aren't eligible.

Ten pages? You have ~100 colonies and your game still runs at an acceptable frame rate? My assumption is that for most saves the player will not accumulate more than a dozen colonies, many of them being stations which won't be present in the terraforming menu.

I'll look into a way to list the planet conditions from the terraforming menu. That's a good suggestion.

I have no plans to implement a configuration file for terraforming projects. The amount of development work required to implement that would be enormous and almost no players would use it due to the complexity (and the fact that very few players modify the settings whatsoever).

Logged

Xechran

  • Ensign
  • *
  • Posts: 3
    • View Profile
Re: [0.95.1a] Terraforming and Station Construction (v8.1.6)
« Reply #2725 on: June 14, 2023, 01:04:33 PM »

I have notes for the next patch to make Domed Cities buildable if Harmonic Dampers are suppressing tectonic activity. This should allow players who are adamant about improving conditions on volcanic planets to suppress tectonic activity, toxic atmosphere, and dense atmosphere there.

It's only the extreme heat which will still be impossible to suppress - maybe I'll add a settings option to make Stellar Reflectors suppress Extreme Heat and Extreme Cold for players who really want it.

How about *causing* extreme heat? Whether with Stellar Reflectors or heavy impactors sent from the mining station. You said you dont like the Cryoarthimetic engine, but so long as we are regulating temperature I have some candidate worlds for the engine that would benefit from worse conditions.
Logged

YourLocalMairaaboo

  • Commander
  • ***
  • Posts: 140
    • View Profile
Re: [0.95.1a] Terraforming and Station Construction (v8.1.6)
« Reply #2726 on: June 14, 2023, 03:30:34 PM »

I have notes for the next patch to make Domed Cities buildable if Harmonic Dampers are suppressing tectonic activity. This should allow players who are adamant about improving conditions on volcanic planets to suppress tectonic activity, toxic atmosphere, and dense atmosphere there.

It's only the extreme heat which will still be impossible to suppress - maybe I'll add a settings option to make Stellar Reflectors suppress Extreme Heat and Extreme Cold for players who really want it.

How about *causing* extreme heat? Whether with Stellar Reflectors or heavy impactors sent from the mining station. You said you dont like the Cryoarthimetic engine, but so long as we are regulating temperature I have some candidate worlds for the engine that would benefit from worse conditions.
Dude, just use a lamp on a hot world.
Logged

boggled

  • Admiral
  • *****
  • Posts: 1252
    • View Profile
Re: [0.96a] Terraforming and Station Construction (v8.4.1)
« Reply #2727 on: June 14, 2023, 05:28:07 PM »

I have notes for the next patch to make Domed Cities buildable if Harmonic Dampers are suppressing tectonic activity. This should allow players who are adamant about improving conditions on volcanic planets to suppress tectonic activity, toxic atmosphere, and dense atmosphere there.

It's only the extreme heat which will still be impossible to suppress - maybe I'll add a settings option to make Stellar Reflectors suppress Extreme Heat and Extreme Cold for players who really want it.

How about *causing* extreme heat? Whether with Stellar Reflectors or heavy impactors sent from the mining station. You said you dont like the Cryoarthimetic engine, but so long as we are regulating temperature I have some candidate worlds for the engine that would benefit from worse conditions.

No, I don't plan to implement permanent changes to the temperature of a planet. I'm against this for the same reason I was against removing atmospheres, but creating a non-default project to remove the atmosphere is much less work than creating one to change a planet's temperature.
Logged

YourLocalMairaaboo

  • Commander
  • ***
  • Posts: 140
    • View Profile
Re: [0.96a] Terraforming and Station Construction (v8.4.2)
« Reply #2728 on: June 16, 2023, 08:32:39 AM »

399089 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at data.scripts.boggledTerraformingDialogPlugin.showColonySelectedOptionsAndLoadVi sual(boggledTerraformingDialogPlugin.java:133)
   at data.scripts.boggledTerraformingDialogPlugin.optionSelected(boggledTerraformingDialogPlugin.java:344)
   at com.fs.starfarer.ui.newui.classsuper$1.o00000(Unknown Source)
   at com.fs.starfarer.ui.newui.OoOO.actionPerformed(Unknown Source)
   at com.fs.starfarer.ui.n.buttonPressed(Unknown Source)
   at com.fs.starfarer.ui.I.Ò00000(Unknown Source)
   at com.fs.starfarer.ui.I.processInput(Unknown Source)
   at com.fs.starfarer.ui.n.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
   at com.fs.starfarer.ui.interfacenew.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.interfacenew.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.newui.OoOO.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
   at com.fs.starfarer.ui.g$Oo.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
   at com.fs.starfarer.ui.interfacenew.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.interfacenew.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.g.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
   at com.fs.starfarer.ui.interfacenew.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.interfacenew.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.public.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.newui.classsuper.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
   at com.fs.starfarer.ui.interfacenew.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.interfacenew.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
   at com.fs.starfarer.campaign.CampaignState.processInput(Unknown Source)
   at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Thread.java:750)
So, just started a Mayasura run, and tried to remotely open the menu for Mairaath. Instant CTD.
Logged

boggled

  • Admiral
  • *****
  • Posts: 1252
    • View Profile
Re: [0.96a] Terraforming and Station Construction (v8.4.2)
« Reply #2729 on: June 16, 2023, 08:36:10 AM »

399089 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at data.scripts.boggledTerraformingDialogPlugin.showColonySelectedOptionsAndLoadVi sual(boggledTerraformingDialogPlugin.java:133)
   at data.scripts.boggledTerraformingDialogPlugin.optionSelected(boggledTerraformingDialogPlugin.java:344)
   at com.fs.starfarer.ui.newui.classsuper$1.o00000(Unknown Source)
   at com.fs.starfarer.ui.newui.OoOO.actionPerformed(Unknown Source)
   at com.fs.starfarer.ui.n.buttonPressed(Unknown Source)
   at com.fs.starfarer.ui.I.Ò00000(Unknown Source)
   at com.fs.starfarer.ui.I.processInput(Unknown Source)
   at com.fs.starfarer.ui.n.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
   at com.fs.starfarer.ui.interfacenew.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.interfacenew.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.newui.OoOO.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
   at com.fs.starfarer.ui.g$Oo.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
   at com.fs.starfarer.ui.interfacenew.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.interfacenew.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.g.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
   at com.fs.starfarer.ui.interfacenew.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.interfacenew.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.public.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.newui.classsuper.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
   at com.fs.starfarer.ui.interfacenew.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.interfacenew.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
   at com.fs.starfarer.campaign.CampaignState.processInput(Unknown Source)
   at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Thread.java:750)
So, just started a Mayasura run, and tried to remotely open the menu for Mairaath. Instant CTD.

What version of TASC are you running?
Logged
Pages: 1 ... 180 181 [182] 183 184 ... 246